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Destroyer | Japan | Tier X
Tech Tree Position
Research price223000 exp
Purchase price19,500,000 Credits
Hit Points25,600 
Main Battery
100 mm/65 Type 98 on a Model A mount5 х 2 pcs.
Rate of Fire20 shots/min.
Reload Timesec.
Rotation Speed16 deg./sec.
180 Degree Turn Time11.25 sec.
Firing Range12.55 km.
Maximum Dispersion109 m.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,200 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity1000 m./s.
HE Shell Weight13 kg.
AP Shell100 mm AP Type98 
Maximum AP Shell Damage1,700 
Initial AP Shell Velocity1000 m./s.
AP Shell Weight13 kg.
Torpedo Tubes
610 mm Sextuple1 х 6 pcs.
Rate of Fire0.35 shots/min.
Reload Time171 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoType93 mod. 3 
Maximum Damage23,767 
Torpedo Speed67 knot
Torpedo Range12 km.
AA Defense
100 mm/65 Type 98 on a Model A mount5 х 2 pcs.
. . . Average Damage per Second104 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a single mount16 х 1 pcs.
. . . Average Damage per Second28.8 
. . . Firing Range2.49 km.
40 mm/60 Type 5 on a twin mount6 х 2 pcs.
. . . Average Damage per Second66 
. . . Firing Range3.51 km.
Maximum Speed35.7 knot
Turning Circle Radius830 m.
Rudder Shift Time5.5 sec.
Surface Detectability Range7.68 km.
Air Detectability Range4.18 km.
Battle Levels

Harugumo — Japanese Tier X destroyer.

A further development of the Akizuki-class destroyers. This ship features larger dimensions and ten dual-purpose 100 mm guns arranged in five turrets to serve as the ship's primary armament.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
100 mm/65 Type 98 on a Model A mount2011.31091,20051,700 01,700,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Harugumo25,6001320516/6/51 02,000,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
Type F30.41577.221,366768 30,0002,500,000
Type93 mod. 30.41717.223,7666712 02,500,000
Maximum Firing Range
Research price
Purchase price
Type10 mod. 10 01,100,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 79,240 hp35.7 01,650,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
Additional Smoke Generators
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion


Harugumo sits atop the IJN "gunboat" branch of destroyers, encapsulating and building upon the design elements and game play of the ships preceding her; namely the Tier VIII and IX ships, Akizuki and Kitakaze. Armed with ten 100 mm rifles and a single sextuplet torpedo launcher, she is a ship of absolutes; she has third place of the highest base hit points of all Tier X destroyers, has an incredible rate of fire, and has the worst maneuverability (turning radius) plus base detection range (tied with Khabarovsk).

The most notable differences when moving up to Harugumo are the addition of a fifth main battery turret and major performance losses in the areas of handling and concealment. She also gains a significant amount of health in comparison to that of her immediate predecessors: a whopping 25,600 base health. Captains will also notice the significant loss in mobility — especially in regards to turning radius — as well as the far-worse concealment. Despite the major drawbacks found when upgrading to Harugumo, most captains will find that play styles that worked well on the previous destroyers are still applicable, albeit with some modifications.

First and foremost, Harugumo is not a capture-point contesting destroyer. Her poor concealment, awful turning radius, and huge size make her incredibly easy to hit with torpedoes, and enemy ships far behind a capture point will have no difficulty landing shots on her. Enemy destroyers will see her coming long before she spots them, and a competent enemy destroyer captain can easily avoid being spotted by Harugumo.

Captains should play Harugumo in a similar fashion to that of a light cruiser; stay outside of capture points early on, but stay within effective gun range to support the destroyers on the team who can capture. Engagements of all enemies should be done from within the relative safety of smoke or from behind islands. Open water engagements should be planned and executed a manner that minimizes the number of enemy ships that can engage her in return.

Harugumo's biggest strength is her insane rate of fire. When Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. is mounted and the 'Main Battery Specialist' reload skill is active, she is able to toss out 10 shells in 2.5 seconds, giving her a rate of fire of an insane 250 shells per minute! (With the contingent skills 'Adrenaline Rush' and 'Fearless Brawler' active, that can approach 300 shells per minute.) Her reload time means that Harugumo is able to "machine-gun" enemy ships and continuously spit out an endless stream of shells at enemies, making her an extremely fun ship to play.

Due to the 30mm penetration of the Japanese 100mm HE shell, Harugumo does not require the 'Inertia Fuse for HE Shells' skill to do damage to enemy destroyers. However, captains who do use it gain the ability to penetrate 37mm of armor, thicknesses found on high-tier battleships in many places. This allows Harugumo to engage all ship classes with great effectiveness.

Fans of Akizuki and Kitakaze will have no issues adapting their play styles to Harugumo. In the right hands, Harugumo poses a massive threat to all enemy ship types and can have a significant impact on the outcome of a match.


  • Large health pool (25,600) can go up to 29,100 with survivability expert.
  • Highest damage output potential of all Tier X destroyers.
  • Powerful torpedo armament.
  • Excellent HE shell armor penetration.
  • Low-caliber AP shells allows for high effectiveness against broadsiding destroyers.
  • Torpedo Reload Booster consumable allows her to put 12 fish in the water every few minutes.


  • Poor concealment
  • Worst turning radius among all destroyers; turning circle is larger than that of many cruisers.
  • Large profile makes her an easy target.
  • Very long torpedo launcher reload time.
  • No Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable results in her having less "effective" HP than other same-tier destroyers with the consumable.
  • No Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. consumable.
  • Relatively miserable agility.


Unlike most Tier X ships, does have a module that can be researched:

  • Type F3 Torpedoes are very fast and reload more quickly, but are short-ranged (8km) and don't hit as hard.

Optimal Configuration

The philosophy of Harugumo's build is identical to that of Kitakaze: while her torpedoes are dangerous indeed, it is difficult to justify a full Torpedo build. Best to stay with a Gun build.


The recommended upgrades for Harugumo are as follows:

Commander Skills

Harugumo's priorities are survival and guns.


Harugumo equips the following consumables:


As Harugumo relies mainly on her main batteries for firepower, India X-Ray and Juliet Yankee are highly recommended for increased fire chance, especially when the captain has learned the Inertia Fuse for HE Shells skill. Juliet Charlie is also recommended as Harugumo has a relatively high detonation chance like with most other destroyers. Additionally, because Harugumo is very slow compared to other same tier destroyers, Sierra Mike is highly recommended for fast repositioning.

Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info


  1. Super Akizuki-class destroyer - Wikipedia
  2. Akizuki-class destroyer (1942) - Wikipedia

Ship Change Log

See here for links to Update notes.

Testing Changes

  • Available for testing by supertesters in the game starting from Update 0.7.6.
  • Introduced into the game as a researchable ship in Update 0.7.8.
  • Update 0.9.2:
    • HE shell armor penetration was increased from 24 mm to 30 mm.
  • Update 0.9.8:
    • Minor fixes to textures and geometry of the ship.
  • Update 0.9.11:
    • Battleship caliber (>283mm) AP and SAP shells now only deal a maximum of 10% of their damage to Harugumo (previously AP could deal penetration damage).
  • Update 0.11.1:
    • Minor corrections to geometry and textures of the ship.
  • Update 12.8:
    • Fixed textures for the ship.

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